[WvW] Frontline Medic (need opinions pls :s)

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Werkuh.2579

Werkuh.2579

Since we don’t have many Engineers in our Guild I’m a little bit on my own and would like to have some opinions about the build I plan to run.

Here’s the build

The goal of the build is to play frontline-medic in WvW, so I’ll be right where the action is.

My Opinion of this build so far is as follows

Pros:
-2 water fields, 5 blast finishers
-Full celestial gear offers a decent amount of armor and packs a punch combined with bomb-kit
-Immobilize from bomb 5, stun from supply drop
-Less damage when stunned/or knocked down
-Protection on incoming critical hit
-Protection on disable
-Permanent swiftness (maybe something else is better here?)
-Reduced immobilize/cripple/chill duration

Cons:
-No stability from Elixir B toss
-other things I may have forgotten to think about ^^

Would love to hear your opinion on this.

Cheers

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Carpboy.7145

Carpboy.7145

Basically the build in my sig trading healing power, and toughness for more damage.


The Use of the Word ‘Cheese’
Lyss The Shadow
Legendary Champion of DB [EDGE]

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Mishva.9416

Mishva.9416

I use something really similar, but grenades focused and no leg mods as of lately. If you want to put out more damage, you could switch Clerics for Rabid/Knight. I wouldn’t run front line without stability on demand, unless you have decent group composition (1 guard) and some boon duration. You can compensate that by running Loaf of Saffron Bread + 2 Water, 2 Monk and 2 Exuberance/2 Travelers.

I don’t think Elixir Gun #4 cures Immobilize like the Rocket Boots, so that may be a problem even with Leg Mods.

Have you tested to see if Protective Shield shares a cooldown with Protection Injection? I’d rather have the second proc’ing since the CD is lower.

You could also consider dropping the 20 points in Tools and take Backpack Regenerator (since you are stacking Healing Power) and Sitting Duck. You can trade Protective Shield for Power Shoes.

From a fellow WvW oriented Engineer, nice selection of traits and gear!

Mishvya Of Abyss [Abys] – SBI
engineer and commander.

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Werkuh.2579

Werkuh.2579

Good point there with the cooldown. I tested it in sPvP and they actually share a cooldown. A critical hit followed by launch results in protection for the critical hit only

I thought about that quite a while now and came up with this

I’ll give it a shot and will post my experiences.

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Hastur.4937

Hastur.4937

Okay, I’m toying with a similar idea and would like to hear opinions on the following…

Instead of the 10, 0, 30, 30, 0 build, I’m running 20, 0, 25, 25, 0

I’m giving up the health regen and bombs that heal allies for reserve mines and short fuse (and a bit more power). Would love to hear opinions.

Also, what do people think of the A.E.D heal? I’ll be testing it tonight during our Friday, Drunk sPvP night with our guild, but it looks okay on paper.

Also, by having at least 25 in Alchemy, shouldn’t you equip Elixir C to get the boon benefit (this build needs all the dmg you can milk out of it)?

For sPvP, I use 4 nightmare runes and 2 earth runes. As for the Amulet/Jewel combo, I’m a little less clear… any suggestions? I’m currently using Rabid with Settler’s jewel.

Thanks in advance for any comments.

Yurtil – Ravens of the Veil – Sanctum of Rall

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Valar Morghulis.7049

Valar Morghulis.7049

This is my Front Line Healer spec

It uses Rifle for more control and still has more blast finishers, pistol is not as useful as it is a power build. You also get the new heal spell and new tool belt heals at 25% health. Hard to land all blasts in our short water fields, but awesome with a Ranger or Elementalist around. Also good for might stacking with blasts in fire and runes. My friends always want me in this build…

Fiddler of Malazan [BR] – Engineer {NSP}

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Valar Morghulis.7049

Valar Morghulis.7049

Okay, I’m toying with a similar idea and would like to hear opinions on the following…

Instead of the 10, 0, 30, 30, 0 build, I’m running 20, 0, 25, 25, 0

I’m giving up the health regen and bombs that heal allies for reserve mines and short fuse (and a bit more power). Would love to hear opinions.

Also, what do people think of the A.E.D heal? I’ll be testing it tonight during our Friday, Drunk sPvP night with our guild, but it looks okay on paper.

Also, by having at least 25 in Alchemy, shouldn’t you equip Elixir C to get the boon benefit (this build needs all the dmg you can milk out of it)?

For sPvP, I use 4 nightmare runes and 2 earth runes. As for the Amulet/Jewel combo, I’m a little less clear… any suggestions? I’m currently using Rabid with Settler’s jewel.

Thanks in advance for any comments.

Some (few) like the new A.E.D. heal. I was really looking forward to it, but I’m not a fan at the moment.

As others have stated in other threads….
1. There is only one gadget trait (20% reduction in recharge) and it is a must have.
2. The delay (1sec I believe) in cast time means it gets interupted A LOT in WvW and you die trying to get the big heal. (maybe toss B then A.E.D. but I hat having a utility just for making my heal work….)
3. There is no condition cleanse so you need another utility for that or go HgH.
4. The utility has no form of heal or cleanse.
5. The utility is waaaay too short range and (for me in WvW) misses a lot if just a smudge of skill delay and/or lag.
6. Even when the utility works the 1sec is mostly useful as an interrupt, not long enough to help your DPS or aid in getting away.

What they should change…
1. Add to an existing trait:
– Using a Gadget grants Stability (2-4sec) or Aegis
1b. Remove the “cast time” from it.

1c. Keep the small heal self only but make the big heal a large radius group heal (This keeps the issues that A.E.D. currently has, but makes the reward more worth the risk for some builds).
2. Change the utility so that it stuns for a few sec and knocks back/down (as a real A.E.D. would do lol).
2b. Change the utility so that it has at least a 600 range.
2c. Redo the utility entirely so that it cleanses, regens, adds protection, adds stability or heals (not really in-line with an A.E.D.

2d. Redo the utility so that it is a long recast, short range (100) ability that instantly revives a downed ally (very much in-line with A.E.D.).

All that said, it does seem very nice for SD builds, but that is about it, IMO.

Fiddler of Malazan [BR] – Engineer {NSP}

(edited by Valar Morghulis.7049)

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Mishva.9416

Mishva.9416

This is my Front Line Healer spec

It uses Rifle for more control and still has more blast finishers, pistol is not as useful as it is a power build. You also get the new heal spell and new tool belt heals at 25% health. Hard to land all blasts in our short water fields, but awesome with a Ranger or Elementalist around. Also good for might stacking with blasts in fire and runes. My friends always want me in this build…

Your build has the same Protection internal CD issues I pointed on OP’s. Rifle offers less Blast Finishers than P/S and no Block / Stun, which is crucial to survive through some choke points and during vigor downtimes. Rifle causes auto CC, which could be used to proc Protection Injection, but I see it as highly situational. Also, I don’t see why not go 20 into Alchemy and get Backpack Regenerator, it’s 200 HP per second that has a 100% uptime and stacks with your Healing Turret and Elixir Gun toolbet Regeneration.

One thing I disagree is that our fields are short. The tool belt one is and can be quickly blasted once. But you can definitely get 4-5 blasts out of the Healing Turret Cleansing Mist, just have to time it properly (Place both turrets → Big Ol Bomb → Overcharge both → F1 → F4 → double tap #4 [here comes the tricky part that is better executed with a Mine or Rocket Boots] switch to Elixir Gun and cast Acid Bomb).

Last, maybe consider losing the 2 blast finishers from the Thumper Turret to pick Elixir B for the Toss effect. It can be used whenever your group’s Guardian SYG is on CD so your party could be looking at 10-12 seconds of stability uptime.

Just my 2 cents!

Mishvya Of Abyss [Abys] – SBI
engineer and commander.

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Valar Morghulis.7049

Valar Morghulis.7049

Your build has the same Protection internal CD issues I pointed on OP’s. Rifle offers less Blast Finishers than P/S and no Block / Stun, which is crucial to survive through some choke points and during vigor downtimes. Rifle causes auto CC, which could be used to proc Protection Injection, but I see it as highly situational. Also, I don’t see why not go 20 into Alchemy and get Backpack Regenerator, it’s 200 HP per second that has a 100% uptime and stacks with your Healing Turret and Elixir Gun toolbet Regeneration.

One thing I disagree is that our fields are short. The tool belt one is and can be quickly blasted once. But you can definitely get 4-5 blasts out of the Healing Turret Cleansing Mist, just have to time it properly (Place both turrets -> Big Ol Bomb -> Overcharge both -> F1 -> F4 -> double tap #4 [here comes the tricky part that is better executed with a Mine or Rocket Boots] switch to Elixir Gun and cast Acid Bomb).

Last, maybe consider losing the 2 blast finishers from the Thumper Turret to pick Elixir B for the Toss effect. It can be used whenever your group’s Guardian SYG is on CD so your party could be looking at 10-12 seconds of stability uptime.

Just my 2 cents!

I really like shield and have tried to use it many times, but the pistol part you have to take always drives me back to rifle. The #1 on rifle is a very nice auto that pierces and hits hard when in a power build. The #2 is a very low cd immobilize great for escaping/closing. The #3 does a lot of dmg when up close. #4 I use a lot as a knock back/knock off ledges, nice dps, interrupt and I use it for the knock back on me adding protection and getting me out of a bad area. #5 is one of my favorite skills in the game, I use it to escape in WvW sooo much. There are many places you can leave an entire zerg behind you. It is also a leap finisher, very nice in fire fields if taking a lot of damage. But my main use would have to be as a closer/final in burst dps chain, the 2 blasts it does add up to major damage and only using the 2nd blast landing on a low hp invader trying to get away is a lot of fun.

If only we had a mace or something to go with shield… lol

I get backpack regen when I’m not with my friends, I love it and would have it in this build if I could. I chose to get the 15pt tools ability for added group support, but can and do switch back to backpack regen often.

I get 5 blasts on HT pretty consistently, but other group members have a harder time using our fields, at least my group mates :p

I like your idea of elixir B and I’ll have to try that out. It will be hard to give up the easy blasts from thumper tho lol

Fiddler of Malazan [BR] – Engineer {NSP}

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Frenk.5917

Frenk.5917

Hi, would you please explain me where the second water field is?

Frenk – EU
All is vain

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Posted by: Dead Muppet.9718

Dead Muppet.9718

@Frenk
Both water fields are from healing turret. One on the f1 key and one on the turret.

On my bunker/bomb build engie which is no secret build. Here is the HPS
+32HPS With dolyak Runes
+188HPS Backpack Regen
+368HPS Bomb Heals (Which is nice when you combine with the bombs off the dodge)
+232HPS Elixer Gun Regen
=820 HPS

This still leaves me blast finishing my healing turret/f1 when needed
Blocks etc.

Of all the builds ive played on my engie, its by far the easiest.

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Riojin.2649

Riojin.2649

So has it been confirmed wether protective sheild and protection injection share an ICD?

[WvW] Frontline Medic (need opinions pls :s)

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Posted by: Werkuh.2579

Werkuh.2579

Sort of. I tried it in sPvP (autohit from guardian until crit followed by an hammer launch a few seconds later) which resulted in no additional protection. We tried this a couple times and only protective shield triggered (critical hit). Haven’t had the time to confirm this in WvW yet, but I can’t think of a reason why there should be a difference

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Posted by: Riojin.2649

Riojin.2649

This is both sad and enlightening at the same time. sad that I didnt have as much protection as I thought. But its good though cause this opens up a new trait to use instead of protection injection. And I dont feel so bad about not using the protection duration runes. (moving on to melandru).